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Chapter 9: Running the Game
Awarding XP
Experience (XP) is typically given out at the end of the game session. It makes for easier record keeping to give one lump sum at the end, and avoids the game disruption that would occur if characters were achieving new levels in the middle of the game.
In the Spellchrome system, characters level up after every 1000 Experience Points they gain. This means that whether a character is level 3 or level 13, they’ll probably receive about the same amount of XP per session.
Characters should gain somewhere between 50 and 100 XP per hour of game session. Go out of your way to reward the players for:
- Completing goals
- Finishing missions
- Clever planning
- Quick thinking
- Problem solving
- Roleplaying
- Defeating difficult foes
- Surviving tough fights
- Making the game fun for others
There is no chart to tell you how much XP a monster is worth. Hopefully the creature was an appropriate challenge for the players, and the XP is based on defeating a difficult foe and accomplishing other objectives. If players are having fun and moving forward in the game, give them close to the maximum 100 XP per hour. As an alternative to XP per hour, you could decide ahead of time to have a maximum reward of around 450 XP per game session for each character. Do whatever works for you.
First few levels
A character at level one might not have many Hit Points. While this can be alright for teaching a little humility, it can be quite tough to keep the Player Characters alive at level 1 (although Spellchrome armour and Extraordinary Hit Points can help a bit). You are encouraged to level characters up to level 2 quickly, perhaps even after the first full length game session. Reaching level 3 quickly can also be helpful. (Note though that progress can feel a bit slower to the players later on, which is a potential negative to this approach.)
Other Rewards
During adventures characters will gain more than just XP. Silver Credits, equipment, contacts and favours can all be acquired through the course of a game.
Silver Credits
Silver Credit is the monetary system used in the game. Remember that Silv can be either coins or paper bills, and comes in a multitude of values.
Payment
Players are most likely to receive Silver Credits in one of two ways. The first is from an employer. It is typical in an RPG setting for someone with resources to need or desire something and hire the Player Characters to do it for them.
The employer could be a merchant, a guild, a distressed parent, a politician, a division of The Eldlandrian Western Guard, the Crown of Lundor, or any other person or faction. As the GM, you will often make an initial offer to the Player Characters towards the beginning of an adventure, which likely distils to: "Accomplish X and I can give you Y."
When deciding how much Silver Credits to give, ask yourself the following questions:
- What kind of resources would the employer have?
- How much does the employer think she needs to offer in order to motivate the people she wants to hire? What kind of risk is involved? What is the going rate for X?
- As the GM, how much do you think the players will want? How much or how little do you want them to gain? Keep in mind that whatever is offered will be divided several ways.
Take a good look at the equipment chapter and remind yourself what a few things cost before deciding on an amount.
It is acceptable to give some Silv up front, say for expenses, and to offer a substantial bonus for meeting a set of additional challenges or conditions.
Fallen Foes
The second way players are going to receive Silv is from fallen foes and other chance opportunities. If, in the course of an adventure, someone tries to kill a Player Character, don’t be surprised if the surviving combatant takes the defeated one’s belongings, including any Silver Credits they have on them. This is the way things work in a lot of RPGs, including this one. It reflects the setting, which at times can be chaotic and survivalist in nature.
Another way that PCs will gain Silv from fallen foes is by selling the foes equipment. Most used equipment will sell for about 30 to 40% of the original value to the right buyer.
Equipment
Characters can gain equipment in a number of ways. Supplies can be offered to accomplish a goal if the circumstances warrant it. Instead of Silver Credits, rare or expensive equipment can be offered as payment. Equipment, such as a vehicle, might be borrowed from a trusted contact. Obviously, the Player Character, using the Silv they gain, can purchase most equipment.
Equipment can also be gained from taking it from defeated foes. Keep this in mind when you decide what equipment the antagonist will have. Some opponents can and should have some good or interesting equipment, but certainly not all of them.
Contacts
Players can gain contacts by accepting assignments. This initial employer can become, through Roleplaying, a trusted ally. (Alternatively, the initial employer might end up trying to double cross and kill all of the Player Characters – not everyone has good intentions.) Other NPCs that players interact with during the course of an adventure can also become long-term contacts, providing each has something to gain from the other. Contacts are fairly easy to reach via a comlink, as long as a character gets the individual’s Link Code. As the GM, you may also establish pre-existing contacts for players based on their background. This comes in handy whenever you need a quick contact for the purpose of moving a story forward (including starting an adventure).
Favours
A normal contact will try to do something for a player, as long as it’s not too risky and is mutually beneficial. Owing a favour is something else – it means owing a debt. If a contact in the game owes a Player Character a favour (and they are honourable enough to keep their word), the individual will use whatever power they have to try and achieve what is asked, even if it involves personal risk.
Because of the risk involved, most employers will be conservative when it comes to handing out favours.
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